RetroArch/gfx/common/d3d_common.c

176 lines
4.7 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <math.h>
#include <string/stdstring.h>
#include "../../configuration.h"
#include "../../input/input_driver.h"
#include "../../verbosity.h"
#include "d3d_common.h"
#define D3D_TEXTURE_FILTER_LINEAR 2
#define D3D_TEXTURE_FILTER_POINT 1
void *d3d_matrix_transpose(void *_pout, const void *_pm)
{
unsigned i,j;
struct d3d_matrix *pout = (struct d3d_matrix*)_pout;
const struct d3d_matrix *pm = (struct d3d_matrix*)_pm;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
pout->m[i][j] = pm->m[j][i];
}
return pout;
}
void *d3d_matrix_identity(void *_pout)
{
struct d3d_matrix *pout = (struct d3d_matrix*)_pout;
if ( !pout )
return NULL;
pout->m[0][1] = 0.0f;
pout->m[0][2] = 0.0f;
pout->m[0][3] = 0.0f;
pout->m[1][0] = 0.0f;
pout->m[1][2] = 0.0f;
pout->m[1][3] = 0.0f;
pout->m[2][0] = 0.0f;
pout->m[2][1] = 0.0f;
pout->m[2][3] = 0.0f;
pout->m[3][0] = 0.0f;
pout->m[3][1] = 0.0f;
pout->m[3][2] = 0.0f;
pout->m[0][0] = 1.0f;
pout->m[1][1] = 1.0f;
pout->m[2][2] = 1.0f;
pout->m[3][3] = 1.0f;
return pout;
}
void *d3d_matrix_ortho_off_center_lh(void *_pout,
float l, float r, float b, float t, float zn, float zf)
{
struct d3d_matrix *pout = (struct d3d_matrix*)_pout;
d3d_matrix_identity(pout);
pout->m[0][0] = 2.0f / (r - l);
pout->m[1][1] = 2.0f / (t - b);
pout->m[2][2] = 1.0f / (zf -zn);
pout->m[3][0] = -1.0f -2.0f *l / (r - l);
pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
pout->m[3][2] = zn / (zn -zf);
return pout;
}
void *d3d_matrix_multiply(void *_pout,
const void *_pm1, const void *_pm2)
{
unsigned i,j;
struct d3d_matrix *pout = (struct d3d_matrix*)_pout;
const struct d3d_matrix *pm1 = (const struct d3d_matrix*)_pm1;
const struct d3d_matrix *pm2 = (const struct d3d_matrix*)_pm2;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
pout->m[i][j] = pm1->m[i][0] *
pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] +
pm1->m[i][2] * pm2->m[2][j] +
pm1->m[i][3] * pm2->m[3][j];
}
return pout;
}
void *d3d_matrix_rotation_z(void *_pout, float angle)
{
struct d3d_matrix *pout = (struct d3d_matrix*)_pout;
d3d_matrix_identity(pout);
pout->m[0][0] = cos(angle);
pout->m[1][1] = cos(angle);
pout->m[0][1] = sin(angle);
pout->m[1][0] = -sin(angle);
return pout;
}
int32_t d3d_translate_filter(unsigned type)
{
switch (type)
{
case RARCH_FILTER_UNSPEC:
{
settings_t *settings = config_get_ptr();
if (!settings->bools.video_smooth)
break;
}
/* fall-through */
case RARCH_FILTER_LINEAR:
return (int32_t)D3D_TEXTURE_FILTER_LINEAR;
case RARCH_FILTER_NEAREST:
break;
}
return (int32_t)D3D_TEXTURE_FILTER_POINT;
}
void d3d_input_driver(const char* input_name, const char* joypad_name,
input_driver_t** input, void** input_data)
{
#if defined(__WINRT__)
/* Plain xinput is supported on UWP, but it
* supports joypad only (uwp driver was added later) */
if (string_is_equal(input_name, "xinput"))
{
void *xinput = input_xinput.init(joypad_name);
*input = xinput ? (input_driver_t*)&input_xinput : NULL;
*input_data = xinput;
}
else
{
void *uwp = input_uwp.init(joypad_name);
*input = uwp ? (input_driver_t*)&input_uwp : NULL;
*input_data = uwp;
}
#elif defined(_XBOX)
void *xinput = input_xinput.init(joypad_name);
*input = xinput ? (input_driver_t*)&input_xinput : NULL;
*input_data = xinput;
#else
#if _WIN32_WINNT >= 0x0501
/* winraw only available since XP */
if (string_is_equal(input_name, "raw"))
{
*input_data = input_winraw.init(joypad_name);
if (*input_data)
{
*input = &input_winraw;
return;
}
}
#endif
#ifdef HAVE_DINPUT
*input_data = input_dinput.init(joypad_name);
*input = *input_data ? &input_dinput : NULL;
#endif
#endif
}